Using gamification for supporting an introductory programming course. The case of classcraft in a secondary education classroom

Using gamification for supporting an introductory programming course. The case of classcraft in a secondary education classroom

Papadakis, S.
lecture notes of the institute for computer sciences, social-informatics and telecommunications engineering, lnicst 2018 Vol. 229 pp. 366-375
160
papadakis2018usinglecture

Citation

ID: 98731
Ref Key: papadakis2018usinglecture
Use this key to autocite in SciMatic or Thesis Manager

References

Blockchain Verification

Account:
NFT Contract Address:
0x95644003c57E6F55A65596E3D9Eac6813e3566dA
Article ID:
98731
Unique Identifier:
10.1007/978-3-319-76908-0_35
Network:
Scimatic Chain (ID: 481)
Loading...
Blockchain Readiness Checklist
Authors
Abstract
Journal Name
Year
Title
4/5
Blockchain Upload Locked

Complete all 5 checklist items to tokenize your article

Saymatik Web3.0 Wallet